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Contact Name
Rizal Kamsurya
Contact Email
rizal_kamsurya@stkipmnc.ac.id
Phone
+6285243611246
Journal Mail Official
imeij@indo-intellectual.id
Editorial Address
Jl. Panjang No.1, RT.1/RW.3, Kedoya Utara, Kec. Kb. Jeruk, Kota Jakarta Barat, Daerah Khusus Ibukota Jakarta 11520 Dusun Kotania Atas, Desa Eti Kec. Seram Barat Kabupaten Seram Bagian Barat Propinsi Maluku
Location
Kab. seram bagian barat,
Maluku
INDONESIA
Indo-MathEdu Intellectuals Journal
ISSN : 28085604     EISSN : 28085078     DOI : 10.54373
Core Subject : Education,
Indo-MathEdu Intellectuals Journal is a fully refereed (double-blind peer review) and an open-access online journal for academics, researchers, graduate students, early-career researchers and students, published by Lembaga Intelektual Muda (LIM) Maluku. IMEIJ is a periodical publication (two times a year, in March and September) with the primary objective to disseminate scientific articles in the fields of mathematics education. IMEIJ is indexed by Directory of Open Access Journals, Indonesian Scientific Journal Database, Google Scholar, and several others including Crossref,
Articles 4,011 Documents
Kelas Rasa Usaha: Pemberdayaan Siswa Melalui Edupreneurship Produk Kuliner dalam Pembelajaran Vokasi Khotimah, Ika Khusnul; Komiyati, Komiyati; Sukoco, Yusab; Johanda, Ronit; Yulia, Arie Ludfianti; Kuat, Tri
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3988

Abstract

The general objective of this scientific work is to provide a comprehensive overview of student empowerment through culinary entrepreneurship activities in the school environment. This study uses a descriptive qualitative approach. The subjects of the research are vocational high school students participating in the 'Taste of Entrepreneurship Class' program, culinary productive teachers, and the head of the vocational program. Data were collected using several techniques, namely participatory observation, in-depth interviews, and documentation. Data analysis was conducted using the interactive model according to Miles and Huberman, which includes three stages: data reduction, data presentation, and conclusion/verification. The results of the analysis show that the integration of edupreneurship in vocational education not only produces graduates who are job-ready, but also ready to create job opportunities, possessing independent, creative characteristics, and high competitiveness in facing the dynamics of industry and global challenges.
Hasil Belajar Matematika Siswa dengan Strategi Pembelajaran Ekspositori Menggunakan Media Interaktif Ispring Suite Kelas IX di MTsS Muhammadiyah Pakan Sinayan Pratiwi, Wesi; Risnawita, Risnawita; Haida , Haida; Rahmat, Tasnim
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3989

Abstract

This research is backed by the observation results of the researcher, which show that the learning activities of ninth grade students are still teacher-centered. The teacher has used media in the form of teaching aids. However, it appears that the students are still not interested in the media provided. The purpose of this research is to determine whether the mathematics learning outcomes of students using the expository learning model with interactive media iSpring Suite in the ninth grade at MTs Muhammadiyah Pakan Sinayan. This study is an experimental research. The population in this study consists of all ninth grade students at MTsS Muhammadiyah Pakan Sinayan, which consists of 4 classes totaling 69 students. The sample was selected randomly (random sampling) after conducting normality tests, homogeneity of variance tests, and mean equality tests on the population. The sample size was 34 students. The research instrument used was a test to assess student learning outcomes. Based on the data analysis, the calculated t-value was greater than the critical t-value in both the control and experimental groups. Therefore, it was concluded that the mathematics learning outcomes of students using the expository learning strategy with interactive media iSpring Suite were better than those of students using the expository learning strategy without interactive media in Class IX at MTsS Muhammadiyah Pakan Sinayan.
Efektivitas Pengembangan Media Pembelajaran Game Edukasi Berbasis Baamboozle pada Mata Pelajaran Matematika di SMA Negeri 1 Jalaksana Nuryanti, Amelia; Nurjanah, Hifni Fitriah
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3990

Abstract

The problem underlying this research is the lack of the use of technology-based learning media in mathematics subjects, the teacher's learning model using conventional teaching methods, and students' difficulties in learning mathematics. This research aims to develop educational game learning media based on Baamboozle for mathematics subjects in class X at SMA Negeri 1 Jalaksana. The study was conducted at SMA Negeri 1 Jalaksana using research and development methods with the ADDIE model, and the subjects were 26 class X students consisting of 6 students for the small group trial and 20 students for the large group trial. The data collection techniques used in this research were validation sheets, student response questionnaires, and documentation. The results of the study showed that: (1) the validity of the media obtained a score of 88% from subject matter experts in the “Very Effective” category and 94% from media experts in the “Very Effective” category; (2) the beta test conducted yielded a result of 76% in beta test 1, categorized as “Good,” and beta test 2 yielded a result of 86%, categorized as “Very Good.” It can be concluded that the development of Baamboozle-based educational game learning media in mathematics is effective for use in learning in class X at SMA Negeri 1 Jalaksana.
Penerapan Media Quizizz pada Mata Pelajaran Matematika untuk Meningkatkan Minat Belajar Siswa Kelas VII SMP Negeri 2 Kadugede Akbar, Mochammad Ibram; Gustiana, Eva
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3991

Abstract

Mathematics learning in schools is generally still dominated by conventional methods and monotonous material delivery, making it less interesting for students to learn. This study aims to increase students' interest in learning by using the interactive learning media Quizizz. The method used in this research is quantitative with a quasi-experimental design using the research design known as Nonequivalent Control Group Design. The study was conducted at SMP Negeri 2 Kadugede with subjects from class VII B (28 students) as the experimental class and VII C (30 students) as the control class. Data were collected through observation, questionnaires, and interviews. Data analysis techniques using t-test. The results of the analysis show that the average learning interest of students in the experimental class using Quizizz media is 43.75, which is higher than the control class at 32.47, with a difference of 11.28 points. This difference is statistically significant (p = 0.000). The Independent Samples T-Test shows a significance value of 0.000 (< 0.05), which means there is a significant difference in learning interest between the two groups. Thus, H₁ is accepted and H₀ is rejected, indicating that the use of Quizizz media is proven to be effective in increasing students' interest in learning Mathematics at SMP Negeri 2 Kadugede.
Pengaruh Media Pembelajaran Gimkit Berbasis Game Edukasi Terhadap Hasil Belajar Siswa di MA Subulul Huda Darma Damayanti, Alfina; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3994

Abstract

The purpose of this study was to analyze the effect of using educational game-based learning media, namely Gimkit, at MA Subulul Huda Darma. The approach used in this study was a quasi-experimental design with a pretest-posttest design in the control group. The research sample consisted of two classes, namely an experimental class of 23 students who utilized Gimkit learning media, and a control class of 23 students who followed learning with conventional methods. To test the hypothesis, Paired Sample T-Test statistical test was used. The results of data analysis showed that the average value of the pretest in the experimental class was 58.91 with a posttest value of 81.09, while in the control class the pretest value was 51.74 and the posttest reached 75.22. This finding indicates that the use of Gimkit significantly improved student learning outcomes in the experimental class compared to the control class. Based on these results, it can be concluded that the application of Gimkit learning media has a positive influence on the achievement of student learning outcomes. In addition to improving academic achievement, Gimkit also increases student engagement, facilitates mastery of Indonesian History material in a more interesting and effective way, and develops higher order thinking skills, ranging from recall to analysis and evaluation, thus making Gimkit an effective innovative pedagogical strategy.  
Penerapan Model Pembelajaran Berbasis Proyek dengan Media Interaktif Educandy untuk Meningkatkan Hasil Belajar Siswa di SMP Negeri 7 Kuningan Wijayanti, Angeli Dwi Intan; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3995

Abstract

This research aims to determine the effect of implementing a project-based learning model combined with the interactive media Educandy on students' learning outcomes. The research method used is a quantitative research method. The research design used is the One-Group Pretest-Posttest Design, which involves a pretest before treatment and a posttest after treatment. The subjects of the study are students from SMP Negeri 7 Kuningan. The population of this study consists of 1,115 students from SMPN 7 Kuningan, comprising 398 from grade VII, 382 from grade VIII, and 335 from grade IX, with the research sample taken from grade VII G, amounting to 40 students, consisting of 22 boys and 18 girls. The data collection techniques include observation, tests (pretest and posttest), interviews, and the methods of data analysis include descriptive tests, hypothesis testing (T-test), normality tests, validity tests, and reliability tests. The data processing for this research uses SPSS 26 for Windows. The results of this research conducted a hypothesis test with an average pretest score of 59.88 and a posttest score of 81.63. The t-test calculation yielded a significance value of 0.000, which is less than 0.05. This indicates a difference; therefore, H0 is rejected and H1 is accepted. It can be concluded that there is a significant improvement in the average learning outcomes of the students.
Analisis Karakteristik Sensori dan Nutrisi Nutriroot Cookies: Proporsi Tepung Mocaf dan Pisang Raja (Musa Paradisiaca L) dengan Penambahan Tepung Kacang Merah Khoirunnisa, Aqila; Sutiadiningsih, Any; Sulandari, Lilis; Romadhoni, I. F
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3996

Abstract

The proportion of Mocaf flour with fiber-rich and nutritious raja banana flour provides an innovative alternative in the development of local food products. This study aims to evaluate the sensory test and preferences of NutriRoot Cookies formulated with a combination of mocaf flour, raja banana flour (Musa paradisiaca L), and red bean flour. This study employs an experimental method with various flour proportion treatments, followed by sensory testing of attributes such as color, aroma, texture, taste, shape, and overall preference by trained and semi-trained panelists. The test results showed that the proportions of Mocaf flour and banana flour, as well as the addition of red bean flour, influenced the sensory characteristics of color, aroma, texture, shape, taste, and preference. The best combination was obtained in Formulation F1, which is A100 (70% mocaf flour : 30% banana flour : 35% red bean flour), producing cookies with a sweet and savory taste, crisp texture, even brown color, and better nutritional value. NutriRoot Cookies have the potential to become a healthy snack alternative that supports food security and enhances the value of local agicultural products.
Penerapan Model Pembelajaran Berbasis Proyek Menggunakan Trello untuk Meningkatkan Hasil Belajar Siswa Kelas VII SMP Pertiwi Cilimus Enjeli, Putri; Zakaria, Yoyo
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3997

Abstract

This study aims to analyze the implementation of a project-based learning model using Trello to improve the learning outcomes of seventh-grade students at SMP Pertiwi Cilimus. The method used in this research is a quantitative method with a pre-experimental research approach. The population of this study consists of all seventh-grade students of SMP Pertiwi Cilimus, with a sample of 22 students from class VII A, comprising 14 male students and 8 female students. The data collection techniques used include observation and pre-test post-test. The data analysis technique used is quantitative data analysis, specifically the t-test. The research results show a significant increase in student learning outcomes. This is evidenced by the increase in the average student score from 72.27 in the pre-test to 81.14 in the post-test. This difference is statistically significant through the results of the Paired Sample T-Test (Sig. = .000). It can be concluded that the application of the project-based learning model assisted by Trello has a significant effect on improving the learning outcomes of students in class VII A of SMP Pertiwi Cilimus.
Praktikalitas E-Modul: Sinergi Nilai Karakter dan Kearifan Lokal untuk Menguatkan Karakter Mahasiswa Menuju Era Society 5.0 Rahmadani, Ervi; K, Nurdin; Irfandi; Susianti, Susianti
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.3998

Abstract

The purpose of this study was to examine the practicality of e-modules of Character Education Characterized by Local Wisdom. This research is follow-up research from previous research. This research is quantitative research using an instrument in the form of a practicality questionnaire totaling 15. The focus of the practicality test is the efficiency of the e-module, the benefits and ease of use. The data that has been obtained, then each is analyzed for each indicator in the form of a percentage, both from the responses of lecturers and students. Respondents consisted of students and lecturers totaling 106 people within the scope of the Faculty of Education and Teaching Training of the Islamic Education Management Study Program. The average response from lecturers was 90% which was included in the very practical category and the response from students was 83.5% which was included in the practical category. In addition, researchers also made improvements and several revisions for the convenience of users including adding images and layouts, until finally this e-module was completed in its development stage and could be used as teaching material in the lecture process in the Character Education course.
Pengaruh Media Pembelajaran Menggunakan Wordwall untuk Meningkatkan Motivasi Belajar Siswa Kelas X pada Mata Pelajaran Bahasa Indonesia Audina, Mia; Ahmad Fajri Lutfi
Indo-MathEdu Intellectuals Journal Vol. 6 No. 5 (2025): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v6i5.4001

Abstract

The purpose of this study is to determine whether there is a significant effect of the implementation of Wordwall as a learning medium to increase students' interest in learning, particularly students in grade X of the Indonesian Language subject at SMA Negeri 1 Kadugede. The method used in this research is a quantitative quasi-experimental type. The research design employs a Nonequivalent Control Group Pretest-Posttest Design. This study involved 394 students from classes XA and XB, each with 73 samples. Data collection techniques used included observation, questionnaires, and documentation. The research instrument is a questionnaire, which was used to administer pretests and posttests before and after the implementation of the learning media using Wordwall. Data analysis used a t-test. The results indicate a significant increase in learning motivation among grade X Indonesian language students, as evidenced by pretest and posttest scores: 62.51 and 70.02, respectively. These results suggest a significant increase in learning motivation among students after implementing Wordwall-based learning, with an increase of 7.51

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